Legendary Resistance (3/Day). If the camazotz fails a saving throw, it can choose to succeed instead.
Alert. The camazotz cannot be surprised. When combat start the camazotz has advantage on its initiative and double its dexterity modifier to (+8) for the roll.
Amphibious. The camazotz can breath in both air and water.
Echolocation. The camazotz can't use its blindsight while deafened.
Keen Hearing. The camazotz has advantage on Wisdom (Perception) checks that rely on hearing.
Multiattack. The camazotz makes one bite attack, and two leg swipe attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 7) piercing damage plus 9 (2d8) cold damage.
Leg Swipe. Melee Weapon Attack: +13 to hit, reach 5 ft. reach 10 ft. while flying, one target. Hit: 20 (3d8 + 7) slashing damage.
Sonic Boom (Recharge 5–6). The camazotz screeches in a 60-foot cone. Each creature in that cone must make a DC 21 Constitution saving throw, taking 67 (15d8) thunder damage on a failed save, or half as much damage on a successful one.
The camazotz can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The camazotz regains spent legendary actions at the start of its turn.
Summon Bats (Costs 2 Actions). The camazotz calls forth 1d6 giant bats to aid it, coming into the battlefield. These bats only have 1 hit point.
Air Swipe (Costs 1 Actions). The camazotz makes one Leg Swipe attack if it is in the air.
Stunning Pitch (Costs 1 Actions). The camazotz targets one creature it can sense within 60 ft. of it, that creature must make a DC 19 Constitution saving throw or become stunned, they are able to make saving throws at the end of their turn to resist the effect.
Description
Known as the "death bat" this monstrous entity lives among coastal caves and underground networks, hunting large fish or any humanoids that dare enter its domain. Known for having a sonic screech and drowning its deafened prey, any sailors or adventurers that find these creatures are warned to kill them quickly or run far away.
Lair and Lair Actions
The camazotz makes its lair within underground caves with both water and air access. It will seal off any access to the lair that does not require flying and/or swimming extreme lengths. The lair will have nearby access to water for the camazotz but also high ceilings so it may fly.
Lair Actions
On initiative count 20 (losing initiative ties), the camazotz takes a lair action to cause one of the following effects; the camazotz can’t use the same effect two rounds in a row:
- The ceiling ruptures and quakes, causing stalactites to drop in a 10 foot radius circle, all creatures in that are must make 19 Dexterity saving throws, taking 2d10 piercing damage on a fail or no damage on a success.
- Water rises up around the lair, pooling up with freezing water. The lair has difficult terrain for walking until the next lair action.
Regional Effects
The region containing a legendary camazotz’s lair is under great windstorms and creates freezing temperatures in the water, which creates one or more of the following effects:
- All bats within 5 miles of the lair are more aggressive and stronger, attacking larger creatures much more often.
- The water within 5 miles of the lair is freezing cold, any creature that swims in the water gains exhaustion at double the rate; any creature that is not resistant or immune to cold must make a DC 19 Constitution saving throw, on failure suffering a level of exhaustion.
If the camazotz dies, these effects fade over the course of 1d6 days.
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